I have been disappointed in the lack of wild psionic talents in the upcoming 4E Dark Sun, so I think I have come up with a system that adds them back in with out making the losing the 4E balance.
This system is made to work with the Natural Enhancement Rule in the DMG2 (page 138). In fact it is made to extend this rule.
Characters using this rule recieve "Wild Psionic" abilities at
Heroic
Level 1, 3, 6, 8
Paragon
Level 11, 13, 16, 18
Epic
Level 21, 23, 26, 28
"Wild Psionics" are actually just the properties of magic items and weapons. You can pick the item specifically for the player or randomly determine an item from a sight like Quartermaster - Asmor.com.
The level of the item used for a Wild Psionic Slot should be as follows:
Level 1 Wild Talent = Level 1-3 Magic item
Level 3 Wild Talent = Level 4-5 Magic item
Level 6 Wild Talent = Level 6-8 Magic item
Level 8 Wild Talent = Level 9-10 Magic item
Level 11 Wild Talent = Level 11-13 Magic item
Level 13 Wild Talent = Level 14-15 Magic item
Level 16 Wild Talent = Level 16-18 Magic item
Level 18 Wild Talent = Level 19-20 Magic item
Level 21 Wild Talent = Level 21-23 Magic item
Level 23 Wild Talent = Level 24-25 Magic item
Level 26 Wild Talent = Level 26-28 Magic item
Level 28 Wild Talent = Level 29-30 Magic item
Example
Trog the 1st Level Half-Giant Fighter randomly rolls a magic item. He gets Armor of Exploits, a Level 3 armor enhancement that allows him to store an at-will or encounter power that he or an ally can cast and then reuse it in battle. I simply rename it "Telepathic Mimicry" or something of that nature and there is a Wild Psionic power.
As you can see this rule takes the place of magic items, which in my campaign will be extremely rare (like 1 every 5 levels, or only artifacts). I would also suggest rerolling if a player gets multiple weapons bonuses, armor bonuses or items that fill the same slot (such as arms or feet).
This system is made to work with the Natural Enhancement Rule in the DMG2 (page 138). In fact it is made to extend this rule.
Characters using this rule recieve "Wild Psionic" abilities at
Heroic
Level 1, 3, 6, 8
Paragon
Level 11, 13, 16, 18
Epic
Level 21, 23, 26, 28
"Wild Psionics" are actually just the properties of magic items and weapons. You can pick the item specifically for the player or randomly determine an item from a sight like Quartermaster - Asmor.com.
The level of the item used for a Wild Psionic Slot should be as follows:
Level 1 Wild Talent = Level 1-3 Magic item
Level 3 Wild Talent = Level 4-5 Magic item
Level 6 Wild Talent = Level 6-8 Magic item
Level 8 Wild Talent = Level 9-10 Magic item
Level 11 Wild Talent = Level 11-13 Magic item
Level 13 Wild Talent = Level 14-15 Magic item
Level 16 Wild Talent = Level 16-18 Magic item
Level 18 Wild Talent = Level 19-20 Magic item
Level 21 Wild Talent = Level 21-23 Magic item
Level 23 Wild Talent = Level 24-25 Magic item
Level 26 Wild Talent = Level 26-28 Magic item
Level 28 Wild Talent = Level 29-30 Magic item
Example
Trog the 1st Level Half-Giant Fighter randomly rolls a magic item. He gets Armor of Exploits, a Level 3 armor enhancement that allows him to store an at-will or encounter power that he or an ally can cast and then reuse it in battle. I simply rename it "Telepathic Mimicry" or something of that nature and there is a Wild Psionic power.
As you can see this rule takes the place of magic items, which in my campaign will be extremely rare (like 1 every 5 levels, or only artifacts). I would also suggest rerolling if a player gets multiple weapons bonuses, armor bonuses or items that fill the same slot (such as arms or feet).